Characters

Hammer of Justice

CR: 4 XP: 1,200


LG Medium humanoid (dwarf)


Init: –1 Senses: Perception +7


Aura: courage (10 ft.)


Defense

AC: 19, touch 9, flat-footed 19 (+8 armor, –1 Dex, +2 shield)


HP: 62 (5d10+30)


Fort: +8 Ref: +0 Will: +6, +2 vs. poison, spells, and spell-like abilities


Defensive Abilities: defensive training (+4 dodge bonus to AC vs. giants)


Immune: disease, fear


Offense

Speed: 20 ft.


Melee: +1 warhammer +9 (1d8+3/×3)


Ranged: mwk light crossbow +5 (1d8/19–20)


Special Attacks: +1 on attack rolls against goblinoid and orc humanoids, channel positive energy (DC 12, 3d6), smite evil 2/day (+0 attack and AC, +5 damage)


Spell-Like Abilities: (CL 5th; concentration +5) At will—detect evil


Spells Prepared: (CL 2nd; concentration +2) 1st—divine favor


Statistics

Str: 14 Dex: 8 Con: 18 Int: 10 Wis: 14 Cha: 11


Base Atk: +5 CMB: +7 CMD: 16 (20 vs. bull rush or trip)


Feats: Power Attack, Toughness, Weapon Focus (warhammer)


Skills: Craft (weapons) +4, Knowledge (religion) +5, Perception +7 (+9 to notice unusual stonework), Sleight of Hand +1


SQ: aura, code of conduct, divine bond (weapon +1, 1/day), lay on hands (2d6, 2/day), mercy (sickened)


Languages: Common, Dwarven


Combat Gear: potion of shield of faith


Other Gear: half-plate, heavy steel shield, +1 warhammer, masterwork light crossbow with 10 bolts, silver holy symbol, 107 gp


Description

Dwarf paladin of Torag 5

During Combat: The paladin prefers melee. He uses Power Attack if easily able to hit opponents, and his divine bond to give his weapon the flaming property.

A hammer of justice lives to crush evil with his divinely enhanced weapon, and is beholden to none but his god.

Source: NPC Codex, p. 114